I'm gonna be here forever typing out this response, you guys need to slow down to like one idea per day or something
Aaaa! Too many acronyms! I can't remember what's what anymore what with MAT and CAL, MAPS, ATB, MP, HP, QWERTY... yikes! It's bad enough trying to remember what they stand for let alone what they actually do.
Seems like Roots wants the game to do a lot if not all of the character development/leveling up and such whereas biohazard would like the characters to be more customizable, am I right? Not quite sure where I stand on this...on the one hand I know that if the characters are too customizable, then players (such as myself
) spend way
too much time customizing them and not enough time actually playing the game. But on the other hand, it could make gameplay more interesting (:shock: what am I talking about??? That might be a lot to handle having different game twists depending on the current state of the character! Scratch that idea, I don't want to program that
) Well my point is customization should be somewhere in between, not too extreme on any side.
Let's see, what else...oh yeah, before I forget. The thing about hidden items where a '?' pops up over your head if you're near an item...uh, how close to the item do you have to be? I mean, I wouldn't want to read a FAQ saying there's a hidden item in a certain room, only to not be able to find it because no matter how you walk/travel across the room you just can't seem to find it. I think some button to press when you enter area pointing out all the objects of interest would be good. Need to give the players a break now and then, don't we?
And now, the main event begins!
What I like
- The general idea of having attack skills.
- I like how there are three different types. I like the description of triple slash, counter, and warcry.
- The recharge time between skills and the limitations that prevent the abuse of the system.
I like everything about this. Makes a lot of sense, I like the [attack] skills, not sure I quite understood Roots' original MAT system anyway...
What I dislike
- Having specific levels for the skills. Personally, I hate having a bunch of numbers in my head about the different levels and abilities I currently have (Diablo 2). I would prefer if the skill strength/effectiveness was just based on the character's XP level and attributes.
- The whole attack + defense skill lvls < 10. What if the player needs to uses attack skills early in the game and decides later he/she wants to develop their defense skills, but can't because attack levels are maxed out? If I was playing the game, I'd be annoyed at that point.
Definitely a good point about the attack levels maxing out unintentionally. Annoying games SUCK! But easily fixable I'm sure.
What I'm indifferent about
- The combo skills. It seems a little overkill to me.
- Skill charge time. I mean think about it. What do they need to do to prepare? Stare the enemy down for 10 seconds before dealing it a triple slash? I think setting a limitation on the frequency the skill can be used would achieve a better result.
Oh come on! Combos are badass! When you can pull one off they're absolutely stunning (er...for the most part) in terms of visual coolness and attack power. I think combos are a must!
EDIT: Ok I recalled what I was thinking about.
I've actually had this on my mind since the beginning of the project, but I didn't mention it because it's not really a 'feature' per say. The idea is this: no save points
Now before you scream "WTF HE'S CRAZY!!!" hear me out.
uh...er... WTF HE'S CRAZY!!! no save points
I'll agree that the "Game Over" screen is very unfamiliar to me because of infinite save points, so your point about no save points does have a point. Oh yeah! That was sly!
Uh anyway, so you want to make this game impossible? What with all the leveling up limitations, magic limits, not encountering any weaklings... Ok, now for some thoughts. Some games are setup where it costs you money and/or XP to respawn when you die (but some of those allow you to save when you want, so it kind of defeats the purpose...) We could set up some system where save points are spread out more than the average RPG, but not too excessive (although now that I think about it if they are excessive we could tote it as a feature
...you know, for people who think they don't need save points) and then we could also add in a cost to respawn, or choose a location to respawn with the closer it being to where you died the more expensive it would be.
On to the fascinating topic of magic! Seems like Roots doesn't like MP...
1) Mages only cast magic, they do not have melee attacks. Something I've constantly disliked about some RPGs is that with an MP limit, you want to conserve your magic for when you really need it so you'd just have your weakling little mages attack and do insignificant damage.
What did you mean by this? Will mages in HoA not have melee attacks, or will they? Depends on how we implement magic in the first place I guess. If a mage can't run out of magic, he doesn't really need melee attacks. But if he can, then without melee he'd be vulnerable. Assuming he doesn't have any companions.
2) The mage 'weapons' amplify their casting abilities. So lets say you buy a fire rod for your lvl 5 mage. Then their general damage from magic attacks would increase, and their fire magic damage would increase greatly.
A bloody bloomin' idea!
3) I really like your idea of a 'meditate' or concentraion option for increasing recover rate Biohazard. I think a similar option should exist for warriors who have strained themselves too hard, and they can be allowed to 'rest' or recover.
5) Learning magic and skills. I haven't given too much thought into how mages learn spells, but originally I thought of just having them learn new spells as they advance in XP levels (like warriors do with their skills). Alternatively, maybe we could purchase books in the shop (magic books and skill books) that are required to have in your inventory so that mages/warrirors learn these skills. Either they'd learn new skills from these books at certain absolute XP levels, or we could have them learn the skills using relative XP levels. [/b]
Like, how totally tubular, dudes! In Neverwinter Nights they called it resting. They did away with MP in an innovative way... This goes for mages/sorcerors/wizards cuz I never did play it as a fighter/knight/whatever (but I'm sure it works similarly). One item a wizard starts off with is a spell book which comes with four basic spells. As a wizard purchases new spells, finds spells, or gets new ones when leveling up, he puts the spells into his spellbook. When he wants to use a spell/item/weapon he drags it to a slot on the screen toolbar (only so many slots available). For example, he could have a hundred spells in his spellbook, but only have 10-15 in available slots. When it comes time to using a spell, he could use those spells present only in the slots, and only if they had been charged. How do you charge them? By resting. Which takes a while, and you can't rest with enemies nearby. So usually I'd rest before going into battle, so I'd have everything charged up, and then after the battle I'd rest again. This also restored your HP, so resting made it very easy to stay alive and rack up potions too (who needs potions when you can rest?).
4) A 'protect ally' ability. I talked about this with someone else before (maybe it was Phil), but we could add a command which would let warriors protect team members from harm. This would be really good to use when you have a vulnerable mage who is meditating and you don't want them to get ripped apart by the enemy.
Yes yes, a good idea too. But depends on whether everyone in your party rests/meditates as the same time as you or not.
I just would hardly dislike it to see a char being superb in defense and superb in attack at the same time, so i think it actually isnt that bad .. and *hint* *hint* how about an NPC to reset the skillevels or lower missskilled skillevels? ^_^
The NPC thing is a good idea, although presumably the only time you may want to use it is if you screwed up somehow. But then you could always reload a saved game.
The skill charge time is to prevent over use and add even more tactical deepness.. i dislike games that go like "battle starts - user uses kickass skill - battle ends" and i also dislike games that are like "battle starts - user uses hard slash - user uses hard slash - user uses hard slash" I dislike it if the same skill is just used over and over ... its like in the anime - its a great technique , but it has its downsides too. The charge time isnt necessary, but i thought it woudl be useful for balancing... because i thought of the skills of something strong
, not just some normal attack, thats what the attack button is for
And yeah limitation .. well ... i think it would work out fine if the cooldown time is raised the more you use skills. For example you could just take the cooldown time for each skill * 1,0 ( first use ) on the second use its * 1,5 , then its *2,0 so, the more you use skills the longer your character needs to recover from it...
I really like the skills being something strong, not just some normal attack, and the cooldown idea is cool I think.
Man, long post. I could separate it into 20 gagillion posts and get my count up. Hmm...